cousin_joe
05-12-2004, 09:20 AM
If you haven't read the Main Thread, I suggest reading that first:
http://boards.avalonhill.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=10;t=001061
This is basically an effort to produce 3 BALANCED National Advantages for each nation for Competitive Play. These should be neither overpowered or underpowered, should be useful strategically, and should have an equal chance of being picked (players select 1 per nation, Axis gets 1 extra for either Germany or Japan). These BALANCED NAs may be either original NAs, slightly modified NAs, or totally new NAs.
Each thread begins with a quick breakdown of current NAs. In responding, try and describe which THREE (rather than just one or two) you would pick and why. Feel free to include other people's ideas in your three choices. This thread is for Japanese NAs. If you wish to discuss NAs in general, please reply to the Main Thread.
Japan National Advantages
1. Tokyo Express - Underpowered. Better NAs available.
2. Kamikaze Attacks - Extremely Underpowered. Sacrificing a 10IPC unit to get a 50-50 shot of sinking a Transport is just not worth it, especially if I can keep it alive and attack at the same strength. Firstly, Kamikazes need the ability to choose their target (likely CV,DD,TRN). Secondly, Kamikazes should automatically get the hit, UNLESS, the defender hits them first (analogous to AA vs. BMBR in SBR). The chance to hit, is dependent on the defender. ie:
i. Kamikaze declares target
ii. Target defends specifically vs. Kamikaze in Conduct Opening Fire Phase of Combat (eg. TRN @ 1, CV and DD @ 3, BB @ 4). Target does not defend in Regular Combat as all of it's attention is focused on the Kamikaze
iii. If Target hits, it survives (analogous to no SBR damage being done). Kamikaze is removed after Conduct Opening Fire Phase regardless. Unit targeted may still be taken as casualty in Regular Combat
To prevent abuse, only 1 unit may be designated as Kamikaze/turn. This ruling would make Kamikazes stronger and more realistic. Chance of killing Target depends on the Target (TRN easier, CV, DD harder)
3. Kaiten Torpedoes - Extremely Underpowered. Sacrificing an 8IPC unit for one extra defense point is not worth it.
4. Lightning Assaults - Balanced.
5. Dug-in Defenders - Balanced but Minimal Strategic Use. US/UK rarely try and take these islands and so a different NA would be more useful. Furthermore, we should have NAs which encourage more action in the Pacific, rather than less.
6. Banzai Attacks - Overpowered. INF attacking @ 2 should be restricted to the 1st cycle of combat only.
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Here are the 3 I would suggest for Competitive Play and the expected strategic implications:
1. Kamikaze Attacks (Modified) - As discussed above. Used early on to help dominate the Pacific. Later on, can be used to kill some TRN in the Atlantic and give Germany some breathing room.
2. Lightning Assaults - As is. For a quickly expanding Japan. Forces the Allies to shift some attention towards you or face an economic disadvantage.
3. Banzai Attacks (Modified) - Lone Infantries attack @ 2 for 1st cycle of Combat. Very helpful on the Asian mainland.
http://boards.avalonhill.com/cgi-bin/ultimatebb.cgi?ubb=get_topic;f=10;t=001061
This is basically an effort to produce 3 BALANCED National Advantages for each nation for Competitive Play. These should be neither overpowered or underpowered, should be useful strategically, and should have an equal chance of being picked (players select 1 per nation, Axis gets 1 extra for either Germany or Japan). These BALANCED NAs may be either original NAs, slightly modified NAs, or totally new NAs.
Each thread begins with a quick breakdown of current NAs. In responding, try and describe which THREE (rather than just one or two) you would pick and why. Feel free to include other people's ideas in your three choices. This thread is for Japanese NAs. If you wish to discuss NAs in general, please reply to the Main Thread.
Japan National Advantages
1. Tokyo Express - Underpowered. Better NAs available.
2. Kamikaze Attacks - Extremely Underpowered. Sacrificing a 10IPC unit to get a 50-50 shot of sinking a Transport is just not worth it, especially if I can keep it alive and attack at the same strength. Firstly, Kamikazes need the ability to choose their target (likely CV,DD,TRN). Secondly, Kamikazes should automatically get the hit, UNLESS, the defender hits them first (analogous to AA vs. BMBR in SBR). The chance to hit, is dependent on the defender. ie:
i. Kamikaze declares target
ii. Target defends specifically vs. Kamikaze in Conduct Opening Fire Phase of Combat (eg. TRN @ 1, CV and DD @ 3, BB @ 4). Target does not defend in Regular Combat as all of it's attention is focused on the Kamikaze
iii. If Target hits, it survives (analogous to no SBR damage being done). Kamikaze is removed after Conduct Opening Fire Phase regardless. Unit targeted may still be taken as casualty in Regular Combat
To prevent abuse, only 1 unit may be designated as Kamikaze/turn. This ruling would make Kamikazes stronger and more realistic. Chance of killing Target depends on the Target (TRN easier, CV, DD harder)
3. Kaiten Torpedoes - Extremely Underpowered. Sacrificing an 8IPC unit for one extra defense point is not worth it.
4. Lightning Assaults - Balanced.
5. Dug-in Defenders - Balanced but Minimal Strategic Use. US/UK rarely try and take these islands and so a different NA would be more useful. Furthermore, we should have NAs which encourage more action in the Pacific, rather than less.
6. Banzai Attacks - Overpowered. INF attacking @ 2 should be restricted to the 1st cycle of combat only.
---------------------------------------------------------------------------------
Here are the 3 I would suggest for Competitive Play and the expected strategic implications:
1. Kamikaze Attacks (Modified) - As discussed above. Used early on to help dominate the Pacific. Later on, can be used to kill some TRN in the Atlantic and give Germany some breathing room.
2. Lightning Assaults - As is. For a quickly expanding Japan. Forces the Allies to shift some attention towards you or face an economic disadvantage.
3. Banzai Attacks (Modified) - Lone Infantries attack @ 2 for 1st cycle of Combat. Very helpful on the Asian mainland.